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Remix and play: lessons from rule variants in texas hold'em and halo 2

Published: 11 February 2012 Publication History

Abstract

Players can change the rules of a multi-person game to experience a different gameplay mechanic, add thematic color, or fine-tune its balance. To better understand game variants, we use a grounded approach to analyze 62 variants for Texas Hold'em, a popular card game, and a follow-up case-study of 91 variants of Halo 2, a popular video game. We study their development and examine whether lessons from Texas Hold'em apply to a constrained system such as Halo 2. We discover video gamers' reliance on 'honor rules', rules dependent on the cooperative spirit of its players. We develop a theory of 'necessity' in rule adoption, showing players' sensitivity to the impact of one change on the whole game. In solving game-design problems, adjustments drawn from a set of 'canned' rule changes address common problems with familiar solutions. We find a complex interplay between who can play and what rules are chosen. Our findings have implications for game designers and for variants in non-game contexts.

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  • (2013)Dispensable, Tweakable, and Tangible ComponentsGames and Culture10.1177/15554120134968938:4(259-288)Online publication date: 31-Jul-2013

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    cover image ACM Conferences
    CSCW '12: Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
    February 2012
    1460 pages
    ISBN:9781450310864
    DOI:10.1145/2145204
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 11 February 2012

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    Author Tags

    1. customization
    2. game design
    3. halo
    4. honor rules
    5. poker
    6. variants

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    February 11 - 15, 2012
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    CSCW '12 Paper Acceptance Rate 164 of 415 submissions, 40%;
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    • (2013)Dispensable, Tweakable, and Tangible ComponentsGames and Culture10.1177/15554120134968938:4(259-288)Online publication date: 31-Jul-2013

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